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Mash

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Everything posted by Mash

  1. I bet they don't even bother advertising it
  2. Image texture node > border mode > white
  3. Works fine here. Render to picture viewer makes the cube follow the camera perfectly. flight.c4d
  4. You know you've recorded coordinate keyframes on most objects, right?
  5. We can't help the original guy without a scene file and we can't help you without a scene file. Post a scene file.
  6. Two other options attached, both avoid UVing. My personal first choice for this situation would be to remodel the shape so c4d's auto UVs would just magically fix everything. I selected the edges along the top of the wall, ran the 'edge to spline' command, then just extrude the spline to remake the wall model. Now it has perfect UVs and the texture will just fit by itself. Another option is to break the model up into easier to texture parts. You have 2 straight bits and 1 curve, so... use 2 straight flat projections with polygon selections and one cylindrical projection for the curve. You will never get them perfect, they will never be perfectly undistorted, but its easy and doesn't require any extra brain power. wallcircles.zip
  7. You're gonna get much more help with a scene file. Remove any unimportant items that dont affect the problem, or replace sensitive models with a cube.
  8. Keep in mind that AE will keep soaking up system RAM by default until you have like 6gb left, then it stops. If I had 32gb of ram, I would go into the AE settings and under memory management, set the "ram reserved for other apps" to 16gb
  9. lidar on the iphone simply cant resolve that detail you would find in a rug, no point trying. Youll have a better chance with the face scanner using "3d scanner app", but even then, photo to normal/displacement map conversion apps will work better as you can feed them a nice 8k still photo or two.
  10. Don't change the monitor aspect ratio, thats just an old hangover setting from back in the 4:3 CRT monitor / Amiga days when pixels on screen weren't always square. The answer to your question is that the layout system has some bugs in the defaults where large patches of blank space just appear for no real reason. The only solution is to close down those managers, rip off or save any toolbars you need, then reopen those windows and dock them back into the UI where needed. Mostly this shows up as blank space next to the object manager for some reason; Likely related to the new fold away managers like materials, timeline, content browser etc.
  11. One of the main reasons I stopped working with one of my main freelance clients a while back. They were technically in charge of the entire art department and I was working under them, but it did my absolute head in watching them piss away week after week working on things which just flat out didn't matter. A month spent on a single building... one of 100's of buildings that we see on screen for 5 seconds... far away.... in smoke.... at the edge of the screen. Not once did they get anywhere near hitting the deadline, it was always up to everyone else around them to pick up the pieces and clean up their mess of incompetence. The last project they did, they hit the premiere and only half of the 3D work was done. It was up to some poor sod to take everything and cobble it together to finish it for the launch within a few hours. We're talking taking what was rendered, recolour it, mirror it, re-crop it and shove it out of AE and hope nobody notices that they doing the video equivalent of making the second half of a computer game by running backwards through all the same levels. He won an award for it. I died a little inside.
  12. Depends what its being used for. I had to reprimand someone a while back because I found out they had spent days remeshing an imported CAD model to clean off all the triangles. When I asked them to show me the difference it made in the final renders, there was basically nothing there to be seen. If we were blowing it up, or running physics sims on it, or deforming them, then ok. But if you're slapping a generic metal texture on it and the imported model has normal tags to clean off all the phong garbage, then it often just doesn't matter. eg. those triangulated caps may look nicer in the editor as an ngon, but theyre internally turning straight back into triangles as soon as you hit render.
  13. A counter point. Every 2080, 2080ti, 3080 and 3090 system in the studio works great with octane render. The quadro rendering boxes crap out with driver errors far more often. Edir: As for vendor support... I don't put a cent of value on it in most cases. Otoy support will tell you you have a faulty computer, go ask the hardware vendor. The hardware vendor will tell you the machine is fine, its buggy software. With these sorts of things, if youre not able to fix it yourself, or at least diagnose the cause, then you wont get very far.
  14. My main suspicion is that you launched your render with the "My Render Setting" render settings instead of the "FAST DENOISE_800" you have set up.
  15. A screenshot of your save and output tabs would help. Otherwise... Full HDD? HDD in sleep mode?, External HDD disconnected?
  16. FWIW, im using a zotac 3090 and its noisy as heck. It has a perfect airflow case but still ramps up the fans to annoying levels
  17. Of course. Browse youtube for my old videos and see if I can spot what I need in one of them. Im not even joking.
  18. My preferred method is "oh, I think I remember making that material 3 years ago, let me go check an old file and steal it from there"
  19. The take system is absolutely your best bet
  20. I have one. Drop me an email, mash@3dfluff.com
  21. They look the same. Plus this is a scene with no textures and no lighting, im not sure how you expect any brightness differences to be judged at this stage.
  22. Well you didn't provide any material textures so we can't tell you. But both wings have overlapping geometry you need to sort out. Also keep in mind, ambient occlusion may be ignoring the transparency of the model so it things there is a dark corner it should be applying shading to.
  23. You have committed one of the 7 deadly sins of 3D. Coplanar geometry. You have 2 perfectly flat models in exactly the same position. The render engine is struggling to decide which one it should render. Yes, one of them is set to be invisible with the display tag, but this doesn't turn it off, it just renders it like a 100% transparent piece of glass, the rays of light still have to be calculated passing through it. Only the red traffic light dots will full turn it off. Move these hidden wing elements very slightly backwards or forwards so they don't take up the same space. http://www.3dfluff.com/files/wingprob2.zip
  24. Sorry, Im not sure I can see where anyone suggested rendering at double the frame rate? Outside of the framerate mismatches, what you're trying to show on screen just fundamentally will not work on a low framerate project. You're moving a large, crisp, detailed object across the screen at too high of a speed. This means the model is jumping ~100 pixels per frame. This happens in 3d and real world camera footage, it isnt limited to 3d rendering. Ways to fix this: 1) Use a higher framerate project, and by this, I mean higher for everything including the final delivered product. You can't just render it high, then chop it back down to 24fps again. If the object moves 100 pixels per frame on a 24fps project, then it would only move ~35 pixels per frame in a 60fps project. But of course all your rendering and editing gets slower because now you have more frames 2) Use motion blur. I can see your renders do have motion blur, but the settings arent high enough for the movement. On this project you need a 180 degree shutter, or about 0.02 seconds (1 second, divided by 24fps, divided by 2 (for the 180 degree shutter angle)) of blur per frame in order for it to look natural. Less than this and it will flicker, higher than this and it will smudge. 3) Slow down the camera movement. Lower movement = less stuttering 4) Change the camera movement. Your zooms are fine, because even though the camera may move quickly, visually everything just gets a few pixels larger or smaller. Same for rotations, theyre fine because the object isnt moving across the screen. Only pans and tracks will strobe like this. Someone had a similar problem a while back, maybe this helps demonstrate the issue more. Unfortunately their links now problem, but it had the same strobing as they panned the camera left to right
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